[Top 10] D&D Best Fighter Battle Master Builds

A brave Fighter (Wizards of the Coast) gets ready to take on battle.
Updated:
23 Oct 2024

The Battle Mater subclass is one of the more iconic Fighter subclasses. It is known for its versatility and is intended to make characters who are deeply knowledgeable in the ways of combat. I believe that it is somewhat of an overrated subclass. For all the customizability, there are only a few good Maneuvers when you want to make a good build - and that’s their main feature! However, if you want to play a Battle Master, I am not going to discourage you! There are some good builds out there, and hopefully this article can explain them to you.

 

1 - The Tank

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Wizards of the Coast
This is a Warforged of Eberron. Warforged are the absolute best race for a Tank build.

Luckily, most Fighter subclasses can be turned into tanks. Tanks are characters with a lot of hit points, making them able to absorb a lot of damage when in combat. Usually, tanks pull a lot of the fire away from the party members with less hit points. Tanks can also be heavy hitters, but I personally think the most important part of a tank is the damage absorption.

Build Details:

  • Best race is: Warforged because…
    • Constitution +2 and one other skill of your choice +1
    • Constructed Resilience - An ability that gives you resilience to varying effects
      • You get advantage on saving throws against being poisoned
      • Resistance to poison damage.
      • You don’t need to eat, drink, or breathe.
      • You are immune to disease.
      • You don't need to sleep, and magic can't put you to sleep.
    • Sentry’s Rest - “When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.”
    • Integrated Protection - “Your body has built-in defensive layers, which can be enhanced with armor."
      • You gain a +1 bonus to Armor Class.
      • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
      • While you live, your armor can't be removed from your body against your will”
  • Ability Scores (in order of priority
    • Strength
    • Constitution
    • Dexterity
    • Wisdom
    • Intelligence
    • Charisma
  • Battle Master Skills to get
    • 3rd level: Maneuvers
      • Bait and Switch - “When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.”
      • Goading Attack - “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.”
      • Pushing Attack - “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.”
  • Equipment (from basic Fighter options)
    • A high armor class makes you an effective tank as well, because it makes your hit points harder to drain and wastes attacks on you - try to get plate armor if and when you can
      • This kind of armor requires you to have a Strength stat of at least 15, meaning tanks are at their most functional as a Strength build
    • Longsword and a shield
      • The longsword can be one or two handed and the shield increases your armor class
    • Two handaxes
    • The explorer’s pack

Choose this build if…

  • You are playing the only martial character and/or your party does not have a Barbarian or Paladin
    • Casters and other martial characters (sans Barbarians and Paladins) are not designed to take hits well. They have smaller hit dice, and often have lower Constitution scores. This is a great way to do your best to keep all your party members up and surviving in combat.
  • The combat you experience features a lot of enemies
    • Playing a character with a lot of hit points means you lower this risk of going down in combat when swarmed with enemies, and you can have as easier time pulling the hit away from your allies
  • You want a more useful Strength build
    • As someone who loves a Strength build, they can feel a little useless sometimes. A lot of skills rely on Dexterity, but tanks are best built with Strength prioritized after Constitution. Tanks provide the very useful benefit of making sure those that can’t take the powerful punches are protected, and having a higher Strength can let you get plate armor and shrug off some of those hits yourself to boot.

 

2 - The Front-Line Fighter

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Wizards of the Coast
This is a Tortle. Try to not think to hard about TMNT as I tell you Tortles are the best for a Front-Line build.

Tanks and front-line fighters can sound very similar. They both run straight into the fray, but front line men do more than take a hit. Front line fighters are used to take enemies head on, where other party members cannot and meet the conflict before it can reach the back lines of defense (the casters).

Build details:

  • Best race is: Tortle because…
    • Natural armor - “Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.”
    • Shell defense - “You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.”
  • Ability Scores (in order of priority
    • Dexterity or Strength
    • Constitution
    • Strength or Dexterity (depending on what you prioritized first)
    • Wisdom
    • Intelligence
    • Charisma
  • Maneuvers to take for the build
    • Sweeping Attack - “When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.”
    • Trip Attack - “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.”
    • Feinting Attack - “You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.”
  • Equipment (from basic Fighter options)
    • Warhammer and a shield
      • Warhammer is versatile (one or two handed) and the shield increases your armor class
    • Chain mail or plate armor if you can get your hands on it
    • Two handaxes
    • The explorer’s pack
  • This build is nicely compatible with the subclass and there are a lot of Maneuvers that would benefit it
  • Make sure your armor class is a 16 or higher by prioritizing either your Dexterity and a leather armor or your Strength and investing in chainmail or plate armor

Choose this build if…

  • You have a Wizard in the party
    • Wizards and Fighters balance each other out well. A Fighter who can rush in headfirst into combat keeps the fight away from where Wizards need to hang back (as they often have very little hit points, even at high levels - and their spells have long ranges), and a Wizard can help keep the threat level down with well-timed spells. It creates a nice party balance
  • You face combat with a lot of enemies
    • Being able to intentionally take on enemies makes combat with many enemies much less overwhelming
  • You want a classic Battle Master build
    • A front-line combatant is very compatible with Battle Master. Some of the best Maneuvers work well with this build, and some of the less good ones can be more useful when you play a Battle Master like this

 

3 - The Heavy Hitter

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Wizards of the Coast
This is a very ferocious Half-Orc, a.k.a the best race for this build.

Heavy Hitters are damage-oriented Battle Masters. They aim to hit hard and take the enemy out as quickly as possible. Heavy Hitters are usually Strength based and are melee combatants rather than ranged combatants.

Build details:

  • Best race is: Half-Orc because…
    • +2 to Strength and +1 to Constitution
    • Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit
      • While Half-Orcs get other racial abilities, this is the best one for this build. It gives you the ability to make your crits more damage dealing
  • Ability scores in order of priority:
    • Strength (necessary, get it to 20)
    • Constitution
    • Dexterity
    • Wisdom
    • Charisma 
    • Intelligence 
  • Maneuvers necessary for the build
    • Precision Attack - “When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.”
    • Riposte - “When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.”
    • Trip Attack - “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.”
  • Equipment to take (from the basic Fighter options)
    • Chain mail or plate armor (because heavy hitters are often on the front lines)
    • Greatsword and a lance (over one weapon and a shield)
      • Both of these weapons deal a good amount of weapon
    • Two handaxes
    • An explorer’s pack

Choose this build if…

  • You want to maximize your damage output
    • Heavy Hitters are all about dealing as much damage as possible, and if you want to prioritize that, this build is the best for you
  • You often fight lots of enemies
    • If you can take out enemies quickly, you can manage a lot of enemies easier
  • You are the only martial character in your party
    • If you don’t have another martial character to back you up, you want to do as much as you can with the abilities you have. This build will make sure you can do that

 

4 - The Commander

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Wizards of the Coast
A Triton (the best race for this build) bears his trident! A worthy combatant indeed!

The Commander has a lot of support skills in combat. They can rally the party and give them the assistance they need to carry through to the end of combat. This is, as said before, a support role, which I don’t always enjoy when playing a Fighter, but they have their uses.

Build details:

  • Best race is: Triton (Volo’s Guide to Monsters) because…
    • +1 to Strength, Constitution, and Charisma
    • Emissary of the Sea - “Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.”
      • This can be a strangely beneficial because if you have a charismatic pull and are able to communicate with other beasts it can be very useful
  • Ability scores in order of priority:
    • Strength
    • Constitution
    • Charisma
    • Dexterity
    • Wisdom
    • Intelligence
  • Battle Master skills to get
    • Level 3: Maneuvers necessary for the build
      • Commander’s Strike - “When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.”
      • Maneuvering Attack - ‘When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.”
      • Rally - “On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.”
  • Equipment to take (from the basic Fighter options)
    • Chain mail
    • Trident and a shield
      • The trident gives you the option to hang back from the front because it has the ability to throw it
    • A light crossbow and 20 bolts
      • This is a ranged weapon and can keep you from the front
    • An explorer’s pack

Choose this build if…

  • Your party doesn’t have a Charisma based character
    • Charisma is a very useful stat in a lot of roleplay scenarios, and if there is no one in the party is good at Charisma, no (plot driven) roleplay scenario is going to go well
  • You are looking for a new way to play the Fighter class and/or Battle Masters
    • The Commander puts the Battle Master in a new, less combat focused role and can be a new way to approach the subclass and Fighter class as a whole
  • You are playing in a combat heavy game
    • Being able to help your party through combat is great in combat heavy games, because it makes combat more manageable for everyone

 

5 - The Stealth Master

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Wizards of the Coast
Tabaxis are agile and great for stealth builds like this one.

The Stealth Master is an archetype focused on Dexterity. They are most optimized as a Rogue multiclass and can be both very sneaky and deal large amounts of damage. These characters are best in roleplay-oriented games.

Build details:

  • Best race is: Tabaxi (Volo’s Guide to Monsters) because…
    • +2 to Dexterity and +1 to Charisma
    • Feline Agility - “Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.”
    • Cat’s Claws - “Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.”
    • Cat’s Talent - “You have proficiency in the Perception and Stealth skills.”
  • Ability scores in order of priority:
    • Dexterity
    • Constitution
    • Strength
    • Intelligence
    • Charisma
    • Wisdom
  • Maneuvers to take
    • Ambush - “When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.”
    • Evasive Footwork - “When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.”
    • Quick Toss - “As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.”
  • Equipment to take
    • Leather armor
    • Longbow and 20 arrows
    • Light crossbow and 20 bolts
    • Scimitar
    • Rapier
    • An explorer’s pack

Choose this build if…

  • You are in a roleplay heavy game
    • A lot of stealth missions (what this build is best for) are in roleplay heavy games
  • You are looking for an optimized multiclass
    • Battle Master and the Rogue class go very well together because Battle Masters are so customizable
  • You are looking for an optimized Dexterity build
    • You cannot have good stealth without good Dexterity, and this build is very optimized in itself, especially if you prioritize Dexterity

 

6 - The Strategist

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Paramount Pictures, Hasbro Entertainment One
Doric, from Dungeons & Dragons: Honor Among Thieves, is a popular example of a Tiefling. Tieflings can be very useful for Intelligence builds.

The Strategist knows the best plays to make in combat. They translate their intelligence and observation into beating enemies on the battlefield. Strategists can help end combat faster and take on enemies more successfully when played right.

Build details:

  • Best race is: Tiefling because...
    • Bloodline of Asmodeus gives you a +1 to Intelligence
    • Darkvision - “Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.”
      • Being able to see in combat makes you a better strategist
    • Infernal Legacy (Bloodline of Asmodeus) - “You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.”
      • All these spells are very useful
  • Ability scores in order of priority:
    • Strength
    • Constitution
    • Intelligence
    • Charisma
    • Wisdom
    • Dexterity
  • Battle Master skills to get
    • 3rd level: Maneuvers
      • Tactical Assessment - “When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.”
      • Precision Attack - “When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.”
      • Feinting Attack - “You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.”
  • Equipment to take
    • Chain mail
    • Battleaxe and a shield
    • Battleaxes are versatile, which can allow you to use it and wield the shield
    • Two handaxes
    • An explorer’s pack

Choose this build if…

  • You want to tie your character backstory into your build
    • If you use a background like Sage, the way your character approaches combat can be used to tie this aspect into the way they fight and the way you play them
  • You take on a lot of enemies in combat
    • You can analyze the enemies and find a better way to target them more consistently
  • Combat gives you lore in the game you play in
    • You can use your Intelligence and Wisdom to try and figure out as much of the lore as possible in character while you fight

 

7 - The Last Line of Defense

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Wizards of the Coast
Aasimar can be quite intimidating, and perfect to keep enemies where they are. What a perfect choice for this build!

The Last Line of Defense is a build that can target multiple enemies at once or stop them from bolting. They can keep the enemies from spreading out too far or getting away (particularly if they lack magic) which can be very useful when you don’t want to confront an enemy again.

Build details:

  • Best race is: Aasimar because...
    • Good selections of subraces
      • There are three, and depending on which one you pick can cause a different transformation and affects the ability score improvement you get. All three of them could be beneficial for this
    • Healing Hands - “As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.”
  • Ability scores in order of priority:
    • Strength
    • Constitution
    • Dexterity
    • Intelligence
    • Wisdom
    • Charisma
  • Battle Master Skills to get
    • 3rd level: Maneuvers
      • Sweeping Attack - “When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.”
      • Trip Attack - “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.”
      • Grappling Strike - “Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
  • Equipment to take
    • Chain mail or plate
    • Greataxe
    • Greatsword
    • Two handaxes
    • An explorer’s pack

Choose this build if…

  • You take on a lot of enemies in combat
    • You can use the Maneuvers you take to make sure you target as many enemies you can as you fight, making combat less overwhelming
  • There are no casters in your party
    • A rare occurrence, but it does happen. You can take on more enemies and not have to worry about having no one with spells to back you up while you pick specific targets
  • You fight challenging enemies often
    • Challenging enemies can get away easier, and if you can stop that from happening, you can minimize the risk of running into them again

 

8 - The Distance Fighter

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Wizards of the Coast
Firbolgs can be gentle giants, but they come with invisibility that can be really useful in distance builds.

Distance Fighters are not fully ranged, but they do get the nice benefit of combat with a reach. They favor weapons that have reach, and dance just outside of danger. You could multiclass with a caster class as well, but they work just as good as a Battle Master on their own.

Build details:

  • Best race is: Firbolg because...
    • Hidden Step - “As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.”
      • The invisibility can help you maintain your distance
  • Ability scores in order of priority:
    • Strength
    • Constitution
    • Dexterity
    • Intelligence
    • Wisdom
    • Charisma
  • Battle Master Skills to get
    • 3rd level: Maneuvers
      • Brace - “When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.”
      • Lunging Attack - “When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.”
      • Sweeping Attack - “When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.”
  • Equipment to take
    • Chain mail
    • Halberd
      • A reach weapon
    • Glaive
      • A reach weapon
    • Two handaxes
    • An explorer’s pack

Choose this build if…

  • A lot of the enemies you encounter are non-magical
    • If your enemies are non-magical you don’t have to worry about ranged magical effects while you hang back a bit from the danger
  • You want to increase the benefit of weapons with reach or the thrown property
    • Reach weapons already keep you out of the thick of combat, but this can help increase the benefit of them by extending their reach or making it easier for you to use their reach
  • You have another martial party member
    • You can balance the offensive and defensive plays in combat between the two of you, protecting each other

 

9 - The Team Player

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Wizards of the Coast
Loxodon are wise and kind, and great members of a team. I wonder if that's why I placed them here!

The Team Player is another support character build. The Maneuvers they take allow them to be more collaborative with party members and work very well in a group. They can deal damage and be heavy hitters themselves, but they also help other party members get their fair share of licks in.

Build details:

Best race is: Loxodon because...

  • +2 to Constitution and +1 to Wisdom
  • Natural Armor - “You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.”
    • This can give you a good armor class, which can keep you up in combat and help you help your party
  • Keen Smell - “Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.”
    • This can help you be more alert and alert your team to danger
  • Ability scores in order of priority:
    • Strength
    • Constitution
    • Dexterity
    • Wisdom
    • Charisma
    • Intelligence
  • Battle Master skills to get
    • 3rd level: Maneuvers
      • Maneuvering Attack - "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.”
      • Distracting Strike - “When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.”
      • Bait and Switch - “When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.”
  • Equipment to take
    • Chain mail
    • Trident and a shield
      • You can wield the shield and the trident at the same time, and also throw the trident
    • Two handaxes
    • An explorer’s pack

Choose this build if…

  • You take on challenging enemies
    • Being able to work together with your party can make difficult combat less overwhelming and easier to finish
  • Your party is well balanced
    • You can rely on each other well and know that your abilities are compatible, making it easier to fight together
  • You frequently encounter a lot of enemies
    • Teamwork can help get a lot of hits in, making it easier to pick off enemies as you fight

 

10 - The Thinker

The Thinker and the Strategist are similar, but the Thinker uses their intellectual abilities outside of combat as well. They are excellent in roleplay heavy campaigns when you still want to play a Fighter and can be really great for plot progression.

Build details:

  • Best race is: Vedalken (Guildmaster’s Guide to Ravnica) because…
    • +2 to Intelligence and +1 to Wisdom
    • Vedalken Dispassion - “You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws.”
      • This helps balance your mental and physical skills
    • Tireless Precision - “You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.”
      • You can choose to prioritize an Intelligence based skill and there are a lot of tool kits that are very useful
  • Ability scores in order of priority:
    • Dexterity
    • Constitution
    • Intelligence
    • Wisdom
    • Charisma
    • Strength
  • Battle Master Skills to get
    • 3rd level: Maneuvers
      • Tactical Assessment - “When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.”
      • Evasive Footwork - “When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.”
      • Parry - “When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.”
  • Equipment to take
    • Leather armor
    • Longbow and 20 arrows
    • Longsword
    • Shortsword
    • A light crossbow and 20 bolts
    • An explorer’s pack

Choose this build if…

  • You are playing in a roleplay heavy game
    • Fighters are still fun to play in roleplay heavy games, and this build can make you a little more useful in them as Fighters are generally geared towards heavy combat situations
  • You want to be useful when it comes to furthering the plot
    • As referenced above, this builds makes you more useful in roleplay situations, which includes scenes and skill checks that further the plot
  • You are playing a long term campaign
    • Having some intellectual skills is beneficial in long term campaigns because they tend to have more roleplay

 

All ability descriptions are accreditted to Wizards of the Coast.

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